Ok, at last here is most of level 1 of my first game.
I just wanted to get some feedback if I could before I get too far into it and realize it’s all screwed up
The idea came from my son and he drew the hero and bad guys for this level, so the characters will stay the same. I tried to keep the background textures simple for now, they may change.
Keys:
Left and right arrows move
Up arrow jumps (hold it down for better jumps)
Space for sword swing
So how high does he jump on your system?
I can’t get him to jump over the bad guys on mine.
Could a slower PC make the physics run different? Because I only get about 38fps on mine.
It’s an old PC (600Mhz), I have a new motherboard ready to go, I just don’t have the CPU yet.
Hmmm…maybe the extra fps allow him to obtain more height?
That could be a problem that I don’t how to fix…yet.
Thanks for trying it out
So how high does he jump on your system?
I can’t get him to jump over the bad guys on mine.
Could a slower PC make the physics run different? Because I only get about 38fps on mine.
It’s an old PC (600Mhz), I have a new motherboard ready to go, I just don’t have the CPU yet.
Hmmm…maybe the extra fps allow him to obtain more height?
That could be a problem that I don’t how to fix…yet.
Thanks for trying it out :)[/quote]
it is in part due to my video card
[I get 85+ fps when the window size is 800x600]
he jumps up to twice as high as the trees, but on the first jump pretty much only as high as the top of the trees
the reason it is not framerate independent is that you are using dloc for your motion
dloc [and drot] have several problems
1: it makes very easy going through walls as it simply displaces your object and doesn’t change its velocity [or angular velocity], causing the physics to act oddly, which I imagine can result in your object not bouncing or bouncing wildly with a collision
2: it assumes 50 fps, regardless of the actual framerate [or so I infer from alien-xmp’s post on blender.org]
if you press “Enable all Frames” in the game menu blender will act as you are getting fps [so your entire game may run faster or slower than actual speed depending on framerate]. Doing this, I still can jump over the enemies [top of the trees again], but I can’t jump as high at highest before.
Looks like a good start. I had even more of a problem though when I pressed P the character flew straight off to heaven for some reason before I touched any controls. I had to disable the jump actuator then it all worked fine.
I get about 30 fps in full screen and 60 fps 800x600
So instead of dloc should I be using linV?
I hope that keeps the jumps consistent on different systems.
Thanks again.
EDIT: Ok, I tried ‘Enable All Frames’ and with dloc he jumps way, way too high. I switched to linV and the jump stayed consistent with ‘All Frames’ on or off.
DLoc is almost always a bad choice for motion, unless you want to move a specific distance in one frame. (i.e. teleporting the character up one level in a multi-level maze.) For constant motion over several frames, it’s speed will always be different on different computers.
Force and LinV usually work best. Force gives realistic slowing down and speeding up, and it’s speed will be the same at all framerates, except if the motion will only be applied for one frame, (like the start of a jump,) then the framerate will affect the speed. In that case you should use LinV.
LinV should also be used if you want the object to instantly be at full speed when it starts to move.
but I would have to add:
dloc and drot are always useless, even for the situation presented by wiseman303 you would be better off using python to simply set the position of the object
unfortunately the distinction between the different types of motion and where they should be used hasn’t been presented until now [I discovered the same as wiseman303 presented in my experiments]
Here’s a slightly re-vamped version.
I changed the link above also to point to this version.
I hope it acts a little more consistently on different machines.
He should not be able to jump over any of the bad guys %| http://www.yodasworld.net/images/secondRun.zip
i just had the same thing happen,…i opened my blend in 2.25 to export the runtime, and my water monsters had escaped their bounds and were rampaging throughout the entire level.
Love the look of the game, I get the ‘flying away’ thing too though.
I always thought it was to do with the bounding sphere, and I remember doing something like using an empty instead of the actual character or armatures.